Rewrote the random game function.

This commit is contained in:
Leon Styhre 2020-10-31 11:33:43 +01:00
parent a2d05d0bd1
commit 94cc4b2158

View file

@ -14,6 +14,7 @@
#include "resources/ResourceManager.h"
#include "utils/FileSystemUtil.h"
#include "utils/StringUtil.h"
#include "views/gamelist/IGameListView.h"
#include "views/UIModeController.h"
#include "views/ViewController.h"
#include "CollectionSystemManager.h"
@ -555,56 +556,51 @@ SystemData* SystemData::getRandomSystem(const SystemData* currentSystem)
FileData* SystemData::getRandomGame(const FileData* currentGame)
{
std::vector<FileData*> gameList = mRootFolder->getFilesRecursive(GAME, true);
std::vector<FileData*> gameList;
bool onlyFolders = false;
bool hasFolders = false;
// If we're in the custom collection group list, then get the list of collections,
// otherwise get a list of all the folder and file entries in the view.
if (currentGame && currentGame->getType() == FOLDER && currentGame->
getSystem()->isGroupedCustomCollection()) {
gameList = ViewController::get()->getGameListView(mRootFolder->getSystem()).get()->
getCursor()->getParent()->getParent()->getChildrenListToDisplay();
}
else {
gameList = ViewController::get()->getGameListView(mRootFolder->
getSystem()).get()->getCursor()->getParent()->getChildrenListToDisplay();
}
if (gameList.size() > 0 && gameList.front()->getParent()->getOnlyFoldersFlag())
onlyFolders = true;
if (gameList.size() > 0 && gameList.front()->getParent()->getHasFoldersFlag())
hasFolders = true;
// If this is a mixed view of folders and files, then remove all the folder entries
// as we want to exclude them from the random selection.
if (!onlyFolders && hasFolders) {
unsigned int i = 0;
do {
if (gameList[i]->getType() == FOLDER)
gameList.erase(gameList.begin() + i);
else
i++;
} while (i < gameList.size());
}
if (!currentGame && gameList.size() == 1)
return gameList.front();
// If there is only one folder and one file in the list, then return the file.
if (!onlyFolders && hasFolders && gameList.size() == 1)
return gameList.front();
if (currentGame && currentGame->getType() == PLACEHOLDER)
return nullptr;
if (currentGame) {
// If the parent of the game only contains folders, then simply make all these
// folders the selection list for the random function. This covers folder-only
// views regardless of how many levels deep they're located.
if (currentGame->getParent()->getOnlyFoldersFlag()) {
std::vector<FileData*> childrenList = currentGame->getParent()->getChildren();
gameList.erase(gameList.cbegin(), gameList.cend());
gameList.reserve(childrenList.size());
gameList.insert(gameList.cend(), childrenList.cbegin(), childrenList.cend());
}
// If the game is inside a folder where there are only other files, update gameList
// to only contain these files.
else if (currentGame->getParent()->getFullPath() !=
currentGame->getSystem()->getRootFolder()->getFullPath()) {
std::vector<FileData*> folderList;
for (auto it = gameList.cbegin(); it != gameList.cend(); it++) {
if ((*it)->getParent()->getFullPath() == currentGame->getParent()->getFullPath())
folderList.push_back((*it));
}
gameList.erase(gameList.cbegin(), gameList.cend());
gameList.reserve(folderList.size());
gameList.insert(gameList.cend(), folderList.cbegin(), folderList.cend());
}
// If the game is inside a folder with a mix of files and folders, then update
// gameList to exclude all folders so we don't jump into one of them.
else {
std::vector<FileData*> childrenList = mRootFolder->getChildren();
std::vector<FileData*> noFolderList;
for (auto it = childrenList.cbegin(); it != childrenList.cend(); it++) {
if ((*it)->getType() == GAME || (*it)->getParent()->getOnlyFoldersFlag())
noFolderList.push_back((*it));
}
gameList.erase(gameList.cbegin(), gameList.cend());
gameList.reserve(noFolderList.size());
gameList.insert(gameList.cend(), noFolderList.cbegin(), noFolderList.cend());
}
}
unsigned int total = (int)gameList.size();
unsigned int total = static_cast<int>(gameList.size());
int target = 0;
if (total < 2)